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Showing content with the highest reputation on 05/01/2020 in all areas

  1. Windmilling Fans added. This example shows direct headwind and tailwind for simplicity. The magnitude is obviously diminished off-axis with practical limits..and the rotation speed is asymptotic, so 100 kt winds doesn't create unrealistic rotation animations. Tail winds are less effective on fan rotation than headwinds, due to wind turbulence through the vanes that saps energy. Also, alignment with the wind vector has to be closer for tailwinds than headwinds to yield fan rotation. -tkyler
    5 points
  2. I just pushed a new version of FMOD to the team to test. I gave myself a few days break from FMOD to allow my ears rest. If all testers give great feedback this will be in the next update. Props are louder, engine meatier, internal sound much much louder and reworked a bunch of other features, like the annoying trim wheel with autopilot and the ground interaction sounds like tire skids, touchdown, bumps, rolling, braking and the loud nosewheel on this plane. It's all been looked at, scrutinized and awaiting feedback.
    3 points
  3. We squeezed in native AviTab support. What a great product! We definintely encourage you to get it and support the software author with a donation. If you have AviTab installed, you should see a new preference checkbox to enable AviTab. If you do not have AviTab installed, you won't see this preference option available. The video below shows the implementation, along with a bit of coroute usage. -tkyler
    3 points
  4. Dear All, You can download my new livery here: https://forums.x-plane.org/index.php?/files/file/61398-torquesim-bn-2-islander-british-airways-g-bomg/ It is inspired by the BN-2 Islander British Airways G-BOMG. Enjoy! Cheers, C
    2 points
  5. Yes, RGB colors! Make 1.000 0.000 0.000 and you have RED color! And 10.000 0.000 0.000 will be RED 10 times brighter.
    2 points
  6. Whoa, I didn't know you could do that. So I looked into the "how" of it and got (possibly overdone): If others want to do this, I opened object/airplane_wing.obj and looked for LIGHT_PARAM and then any of them with airplane_landing_<something.>. Then the numbers on those lines with 0.725 0.896 1.000 I changed to 5.725 5.896 6.000 and now I can see! Not sure you have to do this change to all the variants of airplane_landing_<something> or not. Thanks for the hints @Ch.Cole and @airwar!
    2 points
  7. Version 1.0.0

    186 downloads

    Bush missions your thing? Look no further. Installation: Unzip contents into BN-2 liveries folder. N2119V - As seen in the video below.
    1 point
  8. Searching this forum I notice people are saying the landing lights light up the ground fine. I landed the Islander in pitch blackness for the first time last night and couldn't see anything with the landing lights on, but for a bit of the edge paint on the runway. Are the real Islander landing lights like this? I have my Visual Effects set to Maximum (HDR+SSAO). I did a comparison between the Islander and a plane with a similar size, the Carenado King Air 200 (or at least a similar place on my X-Plane aircraft selector) and took some pre-dawn screen shots. I use the MisterX6 texture library, which has somewhat darker runways than default. Unless real Islanders have very dim landing lights (enough that I had trouble figuring out where the taxiway exit was even with the blue taxi lights), would brightening their effect on the ground be called for?
    1 point
  9. Anyone that has worked with FMOD knows how tricky snapshots can be. Thankfully there are only so many ways you can go with a problem in FMOD, so tracking down bugs are not impossible they just need a bit of time & patience. https://streamable.com/agt2ur https://streamable.com/f020g0 https://streamable.com/3qdogq
    1 point
  10. Ah, that one isn't tied into the persistence system, I will log that.
    1 point
  11. The cockpit lights require HDR to be enabled (Graphic settings on High), if not then the only lights X-Plane will render are the "lit" textures as they won't render dynamic lights. Both of these are being adjusted for the next update, so it should get a bit brighter both with and without HDR.
    1 point
  12. ...or I could have just looked it up: https://developer.x-plane.com/2013/04/customizing-spill-lights-two-ways/ Thanks again!
    1 point
  13. @airwar Do you know what those three numbers mean? The description I saw said it probably had something to do with color (RGB?) but they weren't sure.
    1 point
  14. The correct way to increase brightness, for instance 5 times, you should multiply each number to 5: 0.725 x 5 = 3.625 0.896 x 5 = 4.480 1.000 x 5 = 5.000 and you have 3.625 4.480 5.000
    1 point
  15. Guys, Take a look at this incoming mod: It's amazing
    1 point
  16. 1 point
  17. Hi Cassio, The update will be applicable and work for all XP11.30+ users - and with some caveats to all other users at well: It must be noted (and we will make everyone aware at the time of download) that it is tuned for the "new experimental flight model". This means that if you run an X-Plane version that does not have this flight model option (which will become the norm in the future), your IXEG 737 will still work and fly - but the performance will be off (a bit). To make our 737 work well with the new flightmodel required tuning of the aerodynamic model in planemaker and airfoil maker, and it is not possible to switch those modifications on and off in the code like we did for our "scripted" flightmodel adjustments. So for the XP10 and pre XP11.3x fliers out there: The 737 will still work as before - you can either not apply the patch or you can live with the slight discrepancy in the flight model. I really don´t see a reason to not upgrade your XP11 version to the latest, though (you can still run OpenGL mode in 11.5x+!). In general it is obvious that we would like to have continuous support for all three versions (XP10, XP11.0x and XP11.3x+), but eventually the complexity of this is getting too big. Just like X--Plane itself our product is evolving and following progress...which means that older versions may become obsolete after a few years. I know that some people can´t afford to upgrade to newer hardware that supports XP11 or have built elaborate home cockpits that run XP10, only - but I don´t think it is fair to the vast majority of users that stay in tune with the development of technology and X-Plane to forego an evolving product to cater to this small (yet sometimes very vocal!) minority. Cheers, Jan
    1 point
  18. We will see what we can do. The non-preselect mode is because the "Arm" button needs to be manually selected, where the KAP-140 with altitude preselect will always arm the AP.
    1 point
  19. HI, I decided to purchased G5 and installed it to BN-2. After installation I have notice significant fps drop. Is there any way to optimize it? Also I own real G5 that is installed in my 172. I have noticed that power button in your version doesn't work. In real life short press on power button goes to brightness menu (bar below PFD). I used this a lot especially when I fly at night . From the right seat perspective G5 is very dim, and when brightness is set to auto so I always adjust it manually up. Will you implement those features at some point of time? Thanks
    1 point
  20. We have a fix for this in the works! Thanks for reporting
    1 point
  21. X-plane 11 Beta 6 Test
    1 point
  22. So we have reached the "minimum" of what we need to put out an update. I want to make sure all understand the nature of this update. It is NOT a major fix of FMS stuff. This update has significance to us as developers, which will lead to significance for customers. From our perspective, its validation of our current toolchain, i.e. we can output code and flight model / 3D changes quickly with modern tools...being that the entire product has been generated from this new toolchain. From the customer perspective, it is mostly compatibility changes to the flight model given the changes in X-Plane 11.5....with a few visual enhancements added-in as able and tweaks to the coroute loaders, scrollwheel support, etc. Those visual enhancements, as of this post are simply some "sharpenings" of the engine 3D/animation and a tweak here or there to some textures. Between now and the update though (occuring soon after 11.50 goes final)....we will try and squeeze in fixes and enhancements as able. I am currently working on the front galley and main door animation...I'd really like to get that squeezed in to the next update if possible. If not, then it will be soon thereafter. We are also perusing some forum posts to see what else we can address in the estimated time-frame before release. I have also begun refactoring my VNAV code...in anticipation of addressing that (and holds) asap after the release. So to recap, the priorities after this update will be FMOD sounds, VNAV and holds. I am optimistic that being back full time on this, we can address the FMS deficiencies in a timely manner and get out some much needed improvements. Again, I am supremely grateful for our patient supporters and we will continue to work on making the IXEG the most immersive airliner simulation available.. -tkyler
    1 point
  23. This is caused by a bug in the SVS system, it is being worked on by us and HotStart and we will push a fix once it is ready.
    1 point
  24. Conversion of all 3D to the new toolchain is complete and we have exported out all of the 737 objects from the new version of Blender. Jan and I will begin testing the functionality to see what I may have missed in the conversion as I had to hand-edit an enormous volume of elements to prep it for the conversion software. Next up is converting the sounds. The attached screenshot shows a "quickie adjustment" I made to test drive the 3D update process......about 15 minutes of fooling around in Blender to see how quick I could make an update to the 3D with the new toolchain. (I know, the circle isn't perfectly round....but it was only 15 minutes) -tkyler
    1 point
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